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Give the graphic its timing.

Shape supported properties through keyframes, easing and retiming, then inspect motion between the endpoints.

Development guide · source-reviewed foundation · public-package walkthrough pending

Make a simple entrance.

  1. Select the object and check that its clip covers the animation range.
  2. Move to the starting frame and key a supported property at the initial value.
  3. Move to the finishing frame and set the intended settled value.
  4. Scrub first, intermediate and final frames.
  5. Refine easing, play, then save and reopen.

For opacity, use the interface’s displayed transparent/opaque values. Do not assume its numeric units.

Inspect the parameter and time context.

Compact and Animate are the described development timeline modes. Animate reveals parameter lanes; curves can be disclosed separately. A key belongs to a parameter on a particular object. Basement’s clip-local time differs from comp time.

Key Groups organise animation; they are not object Groups. Merged lanes organise the view without merging the objects themselves.

The middle frames matter.

Temporal handles affect rate of change. Corner/smooth relationships and curve overshoot can change the result between valid endpoints. Inspect the whole entrance, settled pose and exit rather than judging only two frames.

Key-range moves/stretches and value scaling depend on the supported operation. Collisions can refuse retiming. Preserve important keys before changing structure.

Separate display from animation linking.

Showing separate Position axes does not automatically unlink their animation. Relinking independent axes can choose a surviving axis and replace another key structure. Check which operation is selected, preserve work and inspect the result immediately.

Offset supported text animation.

  1. Animate a compatible property first.
  2. Add Text Stagger and connect a supported animated input.
  3. Choose word/character/line/all grouping and available order/timing.
  4. Try shorter and longer text, then inspect entrance and exit.

Removing Stagger leaves the underlying animation. The installed app’s discovery and current controls determine which inputs are available. Language/direction and destination parity need their own evidence.

Inspect presets and instance overrides.

A preset acts on the selected object’s existing state. Do not assume it blends additively with every existing animation. Keep path point/contour topology consistent across keys.

An exposed instance override can replace source animation with a static value. It is not automatically an additive offset. Verify your exact reuse case and read the core concepts before preparing several variants.